Update10.2
- added (actually moved, renamed and recolour, as they can be found under the second [?] already) Sub Weapon Base Attack Dmg 1 and Sub Weapon Base Attack Dmg 2 to [highlighted/viewing character].
- updated Exp multiplier, fixed a typo, should work as it promoted now.Update10.1
- changed instant max item proficiency to item Proficiency multiplier. it just have the multiplier lowered (to avoid a potential bug, thanks frenzy85 for the bug report) and let you customize it via an entry. item Proficiency should still be maxed out on one synthesis with the default multiplier though. Update10
- added 3 [alchemy related] scripts, instant max item proficiency, always have bonus line in Synthesis, and always allow traits transfer.
- moved ignore Alchemy Lv from [misc.], to [alchemy related].

Update3
- added inf. item usage, and highlighted item quality mod, and inf. LP.
- added some more pointers for [highlighted item], i.e., [colour]s.
- added some misc. pointers, i.e., $ and LP.
- added some more ids to the dropdown lists of [highlighted item]'s id, [traits], [effects], and [components] (based on the google doc created by Valatros. they are nowhere near complete, if you guys have complied a complete list, let me know and I'll update the dropdown list then.

Update2.2
- changed [highlighted equipped item] to [highlighted item], it works in any item viewing menu (Item Equip, Battle Equip, Basket, Alchemy, etc.)
- located some more pointers for [highlighted item], i.e. components 1 to 6, component total.Update2.1
- added pointers to [highlighted equipped item], credits to Valatros and gvargasUpdate2
- added chain link gauge mod
- added some [stats] and [in-battle][pointers].
- updated time mod, stop time (hold alt) works on alchemy as well now. also, moved the pointers to [pointers] section.Update1
- added undead and ignore MP
- rewrote time mod
-- added one more functionality, holding alt key would stop the time even when you're running around now.
-- smoothen the clock movement when advance/rewind past a day.
-- to make the sun position catch up with the clock, you no longer need to walk around for the normal game time to advance, instead the sun position would follow your time manipulation immediately now.
- as the updated script has 3 more aobscans, the original script is still present in case the new one can't be enabled.

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//[battle related] scripts:undead
- HP still decrease when you get hit until it reaches the min HP threshold specified.
- min HP threshold can be changed by editing the entry.
- min HP threshold default: 1
- edit the script if you want to change the default min HP threshold, line 3.

damage multiplier
- applies the specified multiplier to every players attacks.
- you can change the multiplier by editing the entry.
- default multiplier: x2
- edit the script if you want to change the default value, line 4.

ignore MP
- allows you to use any skills with ZERO MP.
- MP still decrease as usual when you use skills in battle.

enemy undead
- works the same as undead except this one works on the enemies. i.e. enemies can't be killed.
- should be useful if you want to test some battle mechanics out without killing the enemies, or you just want to test some skills out.

//[battle result related] scripts:Exp multiplier
- apply the specified multiplier to Exp earned on battle end.
- multiplier can be changed via the entry.
- multiplier default: x4
- edit the script if you want to change the default value, line 3.

$ multiplier
- apply the specified multiplier to Cole earned on battle end.
- multiplier can be changed via the entry.
- multiplier default: x4
- edit the script if you want to change the default value, line 3.

//[alchemy related] scripts:ignore Idea Points
- allows you to learn recipes with ZERO Idea Points.
- Idea Points still decreases normally when you learn new recipe.
- note that if you use access all Recipes In Recipe Book as well, you'd find some recipe can't be learnt with Idea Points at all, just leave them alone.

access all Recipes In Recipe Book
- allows you to learn all known or unknown recipes in the Recipe Book.
- you still need enough Idea Points to learn any recipes (if you don't use ignore Idea Points, that is).
- this script doesn't actually unlock the unknown recipes, it just allows you to view/access them without unlocking them. so it won't break any game progress by accidentally unlocking game-progress-related-item's recipe.
- note that you can view some unknown recipes that can't be learn with Idea Points at all. you can learn them by progressing through the game, so just leave them alone.
- still think twice before you learn an unknown recipe, especially those have no description at all. and back up your save first.

access all Recipes in Alchemy Menu
- allows you to synthesize all recipes in the Alchemy Menu, be they learnt or not learnt yet.
- you still need to have enough Alchemy Lv (if you don't use ignore Alchemy Lv, that is) and materials first.
- the script won't auto-learn all recipes when you access the cauldron, it just allows you to synthesize them without the need to learn the recipes first.
- beware that synthesizing a recipe will auto-learn it even if you haven't learn it through the "legal" way yet. so, think twice before you start.

ignore Alchemy Lv
- as title says, allows you to craft any known recipes regardless of your current Alchemy Lv.

item Proficiency multiplier
- apply the specified multiplier to item Proficiency when a synthesis end.
- multiplier can be changed via the entry.
- multiplier default: x30 (should be enough to max the Proficiency in one go. if not, you can adjust it to your liking anytime)
- edit the script if you want to change the default value, line 3.

always have bonus line in Synthesis
- as title says.

always allow Traits transfer
- allows you to transfer traits (if present) always.
- if the Synthesis doesn't allow transfer traits originally, you will have to choose "Reselect" upon entering the Traits transfer menu.
- you can transfer up to 3 traits regardless of how many transfer the Synthesis allowed.

highlighted item Quality mod
- set an highlighted item Quality to the min item Quality threshold specified if quality is lower than the threshold.
- min item Quality threshold can be changed via the entry.
- min item Quality threshold default: 100
- edit the script if you want to change the default value, line 3.

highlighted item Component Total mod
- set an highlighted item Component Total to the min item Component Total threshold specified if quality is lower than the threshold.
- min item Component Total threshold can be changed via the entry.
- min item Component Total threshold default: 200
- edit the script if you want to change the default value, line 3.

//[shopping related] scripts:ignore $
- you don't need any $ to buy items.
- $ still decrease normally until it reaches 0 when you buy items.

ignore shop item quantity
- shop item quantity still drop normally until it reaches 1.
- also it allows you to increase the item quantity you want to buy up to how much space you have in your basket, no matter how many the shop item has.
- e.g. if the remaining quantity of the shop item is 3, and you still have 14 spaces left in your basket, you can buy 14 of that item.
- should be used together with ignore $, otherwise shop item quantity allowed may still be limited by how much $ you've got.

- if use Ctrl key as mod key as well? is set to "yes" (default), Ctrl would act the same as Alt key as well (you can use either one of them).
- when advance/rewind time, you can go to the next/previous day.
- rewind time would be stopped when you get to day 0 (1/1)
- have yet to test what happens when you advance past 12/30 (day 330), please report.
- if you want to edit the days, hrs, and mins manually, goto the pointer session.

max friendship
- when activated, finish a battle or pass a day together to maximize the friendship.
- though tested on 1 party member only, it should work on the whole party too as long as they are doing the battle together or passing the day together.
- it doesn't necessary means to set friendship to 100. the script only set the value to the threshold you may gain by doing battle or passing a day together. the remaining points can probably be obtained by some in-game scenes.
- if you don't mind missing some scenes and/or breaking some game progress, or just feeling to do some experiment, there are 4 pointers under [pointers] > [stats] > [highlighted/viewing character] > [Friendship]. the friendship value is calculated by adding these 4 up.

access all costume
- access the "Change Costume" menu with this script activated, allows you to access all costumes.
- set hard unlock to "yes", if you want to actually unlock them (set it to "yes", then access the "Change Costume" menu). not sure if it'd break some game progress actually, so I don't suggest using hard unlock at all unless you want to experiment. using the standard access all costume with hard unlock stays "no" is recommended, just keep the script activate at all time and you should be fine.

Awesome, thanks Cielos. Do you mind if I just merge your stuff into it, with credits attached? Don't want a bunch of tables with people copy pasting them into each other all the time. Or you could merge them into yours, but there's no scripts or what have you so they're not really... complete enough I'd want them being the first post table.

Table below allows editing item quality in basket, and editing item quality/usage for equipped items (ITEMS, not gear. No idea how to edit gear at the moment). Don't go past 99 for usage count; I don't know the exact cutoff point, but somewhere between 100 and 200 just deletes the item, as does anything above that. Just freeze it if you want infinite. Values can be safely frozen while empty, and it'll just update items as you get them.

Awesome, thanks Cielos. Do you mind if I just merge your stuff into it, with credits attached? Don't want a bunch of tables with people copy pasting them into each other all the time. Or you could merge them into yours, but there's no scripts or what have you so they're not really... complete enough I'd want them being the first post table.

Table below allows editing item quality in basket, and editing item quality/usage for equipped items (ITEMS, not gear. No idea how to edit gear at the moment). Don't go past 99 for usage count; I don't know the exact cutoff point, but somewhere between 100 and 200 just deletes the item, as does anything above that. Just freeze it if you want infinite. Values can be safely frozen while empty, and it'll just update items as you get them.

Thanks Valatros, here is my table updated with the address for the first item in the Container along with Quality, Traits, Effects and Size...

@Valatros @gvargas
thanks you both, updated the table with [highlighted equipped item], the id for item id, trait, and effect are of course incomplete, feel free to share the findings and I'll add them into the dropdown lists on later update.

@Valatros @gvargas
thanks you both, updated the table with [highlighted equipped item], the id for item id, trait, and effect are of course incomplete, feel free to share the findings and I'll add them into the dropdown lists on later update.

No problem! I love hacking Atelier games, will work on the id´s this weekend when I had some free time, I updated my table with Firis and Liane status and equipped equipment, I also arranged my codes with headers and added the quantity address to the first item in the container, feel free to add them to your table as you seem fit.

I also added the script I found in GameFaqs just in case, it makes Firis run decently...

Created a google doc for us to communally use to find trait/effect values. Forgot to set it to public initially so if you're reading this within 5 minutes of my post, just refresh in a little while and it will be editable.

I included a place to put descriptions and combinations so that it can double as a community resource on gamefaqs once we finish with it (don't post it there until then, because I'll need to lock it. Random people will likely delete what we have if we share it somewhere that public early on.)

Tabs at the bottom switch between Effect, Trait, and ID listings.

Edit: Hey celios, we're working on the values for ID's and such but right now you have it set to show as decimal. Since everything else is hex we're sticking with hex for uniformity, but that'll make the ID values on the sheet unusable in your script at the moment.

Went ahead and formatted (and, uh, heavily abused) the trait list for CE already. Definitely not complete, but from here there's a bunch of empty/dummy values so gonna have to find the area with actual effects...

Last edited by Valatros on Fri Mar 10, 2017 6:23 pm, edited 1 time in total.

Only problem with figuring out what a lot of abilities do is that even while you can edit them onto an item, unless they grant a "spell" it'll show up as ??? until you actually find it in game. So that will slow us down on filling out the table.

Also, for those who are willing to start hunting, I've noticed weapon "skills" (listed as Effects) seem to be in the 5b0 and above range.

I've tried that A18 Items v1.CT but changing quality to 999 doesn't seem to make those better with alchemy, so is anyone making same kind of table where you can change your items quality to much better than they were, like in Sophie had ?